Difference between revisions of "AGIWiki/Creating an AGI Game"

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Text replacement - "<source lang=" to "<syntaxhighlight lang="
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*  First the picture of the room number is loaded into memory, using the load.pic(room_no) command. Keep in mind that every command has either a semi-colon(;) at the end or an opening brace.&nbsp; In this case, it’s a semi-colon.&nbsp; If you wish to change the number of the PICTURE resource which is loaded, you must first set a variable(say, v200)&nbsp; to that value and invoke the command like this:
*  First the picture of the room number is loaded into memory, using the load.pic(room_no) command. Keep in mind that every command has either a semi-colon(;) at the end or an opening brace.&nbsp; In this case, it’s a semi-colon.&nbsp; If you wish to change the number of the PICTURE resource which is loaded, you must first set a variable(say, v200)&nbsp; to that value and invoke the command like this:


<source lang="cpp">
<syntaxhighlight lang="cpp">
v200 = 4;
v200 = 4;
load.pic(v200);
load.pic(v200);
</source>
</syntaxhighlight>


* discard.pic(room_no) just rids the PICTURE from memory once it is drawn.
* discard.pic(room_no) just rids the PICTURE from memory once it is drawn.
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So, to add your object definition, add this code to the room(in this case room 2 - LOGIC.002), just under the line:
So, to add your object definition, add this code to the room(in this case room 2 - LOGIC.002), just under the line:
<source lang="cpp">
<syntaxhighlight lang="cpp">
#include "defines.txt"
#include "defines.txt"
</source>
</syntaxhighlight>


add
add


<source lang="cpp">
<syntaxhighlight lang="cpp">
#define your_object_name_with_no_spaces    o1
#define your_object_name_with_no_spaces    o1
</source>
</syntaxhighlight>


So it should read like this:
So it should read like this:


<source lang="cpp">
<syntaxhighlight lang="cpp">
#include "defines.txt"
#include "defines.txt"
#define your_object_name_with_no_spaces    o1
#define your_object_name_with_no_spaces    o1
</source>
</syntaxhighlight>


The reason we use o1, is because ego, is always o0.
The reason we use o1, is because ego, is always o0.
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Now, in the initialisation section of the room, we decide which view we want to use for our object, and where we want to put it. The initialisation section is everything between
Now, in the initialisation section of the room, we decide which view we want to use for our object, and where we want to put it. The initialisation section is everything between
<source lang="cpp">
<syntaxhighlight lang="cpp">
if (new_room) {
if (new_room) {
</source>
</syntaxhighlight>
and
and


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We want to add our code after the line:
We want to add our code after the line:
<source lang="cpp">
<syntaxhighlight lang="cpp">
draw(ego);
draw(ego);
</source>
</syntaxhighlight>
The code we will add here displays a view on the screen:
The code we will add here displays a view on the screen:
<source lang="cpp">
<syntaxhighlight lang="cpp">
animate.obj(object name);        //this tells the interpreter, that we're using this object
animate.obj(object name);        //this tells the interpreter, that we're using this object
load.view(2);                      //load the view we want to use into memory
load.view(2);                      //load the view we want to use into memory
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ignore.objs(object name);
ignore.objs(object name);
draw(object name);              //finally, draw the view on the screen.
draw(object name);              //finally, draw the view on the screen.
</source>
</syntaxhighlight>
Set.loop, set.cel, and set.priority aren't really necessary, but can be useful, if they need to be changed later on. Ignore.objs makes the object oblivious to other objects. If this is not set, then another object may stop if it hits this object when moving.
Set.loop, set.cel, and set.priority aren't really necessary, but can be useful, if they need to be changed later on. Ignore.objs makes the object oblivious to other objects. If this is not set, then another object may stop if it hits this object when moving.


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After you have completed the first two steps, you are ready to add your Item to the room. This is done with the following code, added to the room: In the defines section(after the #include line):
After you have completed the first two steps, you are ready to add your Item to the room. This is done with the following code, added to the room: In the defines section(after the #include line):


<source lang="cpp">
<syntaxhighlight lang="cpp">
#define item name o1        //replace item name with your own.
#define item name o1        //replace item name with your own.


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stop.cycling(item name);
stop.cycling(item name);
draw(item name);
draw(item name);
</source>
</syntaxhighlight>
''' Modifying LOGIC.090 '''
''' Modifying LOGIC.090 '''


This logic, in the template game, handles non-room-specific functions, like get item and look item. Add this code under the section that says put various input responses here:
This logic, in the template game, handles non-room-specific functions, like get item and look item. Add this code under the section that says put various input responses here:
<source lang="cpp">
<syntaxhighlight lang="cpp">
if (said("look","your item name")) {  // your item name must be replaced
if (said("look","your item name")) {  // your item name must be replaced
   if (has("object name")) {          // object name is the name you put in the OBJECT file
   if (has("object name")) {          // object name is the name you put in the OBJECT file
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   }
   }
}
}
</source>
</syntaxhighlight>
Also needing to be added is the code for getting the object:
Also needing to be added is the code for getting the object:
<source lang="cpp">
<syntaxhighlight lang="cpp">
if (said("get","your item name")) {
if (said("get","your item name")) {
   if (has("object name")) {
   if (has("object name")) {
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   }
   }
}
}
</source>
</syntaxhighlight>
''' Getting the item from the room '''
''' Getting the item from the room '''


The above code was necessary for looking at the item in your inventory, or trying to get it if you already have it, but it's not good enough for getting the item from the specific room it's in. Use this code for that:
The above code was necessary for looking at the item in your inventory, or trying to get it if you already have it, but it's not good enough for getting the item from the specific room it's in. Use this code for that:
<source lang="cpp">
<syntaxhighlight lang="cpp">
if (said("get","your item name")) {
if (said("get","your item name")) {
   v255 = 2;                                //obj.in.room only accepts variables
   v255 = 2;                                //obj.in.room only accepts variables
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   }
   }
}
}
</source>
</syntaxhighlight>
Of course, we don't necesarily have to use v255, we can use any available Variable. The posn(ego,x1,y1,x2,y2) command, requires that x1,y1 is the top left corner of an imaginary box, and x2,y2 the lower right corner. Don't forget to enter the words you use into the WORDS.TOK file! This code is for looking at the item:
Of course, we don't necesarily have to use v255, we can use any available Variable. The posn(ego,x1,y1,x2,y2) command, requires that x1,y1 is the top left corner of an imaginary box, and x2,y2 the lower right corner. Don't forget to enter the words you use into the WORDS.TOK file! This code is for looking at the item:
<source lang="cpp">
<syntaxhighlight lang="cpp">
  if (said("look","your item name")) {
  if (said("look","your item name")) {
   v255 = 2;
   v255 = 2;
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   }
   }
  }
  }
</source>
</syntaxhighlight>
Finally, if you do not wish the item to be drawn when it isn't in the room(ie you have taken it), then replace the line above which said this:
Finally, if you do not wish the item to be drawn when it isn't in the room(ie you have taken it), then replace the line above which said this:
<source lang="cpp">
<syntaxhighlight lang="cpp">
  draw(your item name);
  draw(your item name);
</source>
</syntaxhighlight>
to this:
to this:
<source lang="cpp">
<syntaxhighlight lang="cpp">
  v255 = 2;
  v255 = 2;
  if (obj.in.room("object name",v255)) { draw(your item name); }
  if (obj.in.room("object name",v255)) { draw(your item name); }
</source>
</syntaxhighlight>


[[Category:AGIWiki/Tutorials]]
[[Category:AGIWiki/Tutorials]]
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